BubbleField Member List

This is the complete list of members for BubbleField, including all inherited members.

_addBubbleDoneBubbleField [private]
_contentBubbleField [private]
_explodingBubblesBubbleField [private]
_explodingBubblesCountBubbleField [private]
_fallingBubblesBubbleField [private]
_rootNodeGraphicalNode [protected]
_successGameEndFuncBubbleField [private]
addBubble(Bubble *bubble, unsigned plate, unsigned x, unsigned y)BubbleField [private]
addBubble(Bubble *bubble, Templates::CallableBack< BubbleField > *addBubbleDone)BubbleField
addCollidingBubblesInPlateToVector(unsigned plate, const Bubble *bubble, std::vector< const Bubble * > &collidingBubbles) const BubbleField [private]
addNeighboursTowardsWall(const BubbleGenerator *bubbleGen, const Coordinates &coords)BubbleField [private]
bubbleCollidesInPlate(unsigned plate, const SbVec3f &position) const BubbleField [private]
BubbleField(const BubbleField &)BubbleField [private]
BubbleField()BubbleField
BubblePlate typedefBubbleField [private]
BUBBLES_IN_ROWBubbleField [private, static]
bubblesInPlateRow(unsigned index) const BubbleField [private]
CallableBack()Templates::CallableBack< Bubble > [inline]
callableBackNotify(Bubble *subject)BubbleField [virtual]
destroyBubblesInCluster(const Coordinates &position)BubbleField [private]
FieldContent typedefBubbleField [private]
generateStartingLayout(const BubbleGenerator *bubbleGen, unsigned numOfInitiallyFilledPlates, float probCellContainBubble)BubbleField
getCollidingBubbles(Bubble *bubble) const BubbleField [private]
getNeighboursCoords(const Coordinates &coords) const BubbleField [private]
getNumberOfBubblesInRow()BubbleField [inline, static]
getRootNode()GraphicalNode [inline]
GraphicalNode()GraphicalNode [protected]
isConnectedWithWall(const Coordinates &coords, std::vector< Coordinates > processedCoords, Coordinates &nearestToWallCoords) const BubbleField [private]
isConnectedWithWall(const Coordinates &coords) const BubbleField [private]
isInCollision(const SbVec3f &position)BubbleField
isInCollisionWithWall(const SbVec3f &position)BubbleField [private, static]
isValidPosition(unsigned plate, unsigned x, unsigned y) const BubbleField [private]
localCoordinatesToOI(unsigned plate, unsigned x, unsigned y)BubbleField [private, static]
localCoordinatesToOI(Coordinates local)BubbleField [private, static]
oiXYCoordinateToLocal(float oiCoord, unsigned plate, float(*roundFunc)(float)=roundf)BubbleField [private, static]
oiZCoordinateToLocal(float oiCoord, float(*roundFunc)(float)=roundf)BubbleField [private, static]
operator=(const BubbleField &)BubbleField [private]
removeBubblesNotConnectedWithWall()BubbleField [private]
searchForPosition(Bubble *bubble) const BubbleField [private]
setOnSuccessfullGameEndCallback(void(*callback)())BubbleField
solveCollisionWithBubble(Bubble *bubble)BubbleField [private]
solveCollisionWithWall(Bubble *bubble)BubbleField [private]
timeUpdate(float dt)BubbleField [virtual]
TimeUpdateable()TimeUpdateable [inline, protected]
~BubbleField()BubbleField
~CallableBack()Templates::CallableBack< Bubble > [inline, virtual]
~GraphicalNode()=0GraphicalNode [pure virtual]
~TimeUpdateable()TimeUpdateable [inline, virtual]


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